Archmage Engine - Pelgrane Press...
Transcript of Archmage Engine - Pelgrane Press...
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
13th Age Archmage Engine System Reference Document for 13th Age
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Table of Contents Table of Contents .......................................................................................... 3
Legal ......................................................................................................... 6
Product Identity .......................................................................................... 6
Open Content ............................................................................................ 6
Open Game License ..................................................................................... 6
13th Age Archmage Engine .............................................................................. 8
Revision History .......................................................................................... 8
Icons ......................................................................................................... 11
Character Rules ............................................................................................ 11
Race ...................................................................................................... 11
Class ...................................................................................................... 11
Abilities .................................................................................................. 11
Combat Stats ............................................................................................ 12
One Unique Thing ....................................................................................... 13
Icon Relationships ...................................................................................... 13
Backgrounds & Skill Checks ........................................................................... 16
Feats ...................................................................................................... 17
Gear ...................................................................................................... 19
Races ........................................................................................................ 26
Human .................................................................................................... 27
Dwarf ..................................................................................................... 27
Dark Elf ................................................................................................... 27
High Elf ................................................................................................... 28
Wood Elf ................................................................................................. 28
Gnome .................................................................................................... 28
Half-elf ................................................................................................... 29
Halfling ................................................................................................... 29
Half-orc .................................................................................................. 29
Dragonic/Dragonspawn ................................................................................ 30
Holy One/Aasimar ...................................................................................... 30
Forgeborn/Dwarf-forged ............................................................................... 30
Tiefling/Demontouched................................................................................ 30
Classes ...................................................................................................... 31
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Class Basics .............................................................................................. 31
Barbarian ................................................................................................. 32
Bard ....................................................................................................... 39
Chaos Mage .............................................................................................. 57
Cleric ..................................................................................................... 82
Commander .............................................................................................. 97
Druid .....................................................................................................114
Fighter ...................................................................................................165
Monk .....................................................................................................176
Necromancer ...........................................................................................199
Occultist ................................................................................................228
Paladin ..................................................................................................246
Ranger ...................................................................................................252
Rogue ....................................................................................................264
Sorcerer .................................................................................................277
Wizard ...................................................................................................295
Multiclassing...............................................................................................319
Multiclassing Basics ....................................................................................319
Key Ability Modifier ...................................................................................322
Barbarian Multiclass ...................................................................................323
Bard Multiclass .........................................................................................324
Chaos Mage Multiclass .................................................................................324
Cleric Multiclass ........................................................................................325
Commander Multiclass ................................................................................325
Druid Multiclass ........................................................................................325
Fighter Multiclass ......................................................................................325
Monk Multiclass ........................................................................................326
Necromancer Multiclass ...............................................................................326
Occultist Multiclass ....................................................................................326
Paladin Multiclass ......................................................................................326
Ranger Multiclass ......................................................................................326
Rogue Multiclass .......................................................................................327
Sorcerer Multiclass ....................................................................................327
Wizard Multiclass ......................................................................................327
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Combat Rules .............................................................................................328
Combat Stats ...........................................................................................328
Combat Sequence ......................................................................................329
Combat Actions ........................................................................................331
Special Actions .........................................................................................334
Attacks ..................................................................................................335
Damage and Healing ...................................................................................336
Death and Dying .......................................................................................337
Rest and Recharge .....................................................................................338
Combat Modifiers ......................................................................................338
Special Attacks and Effects ..........................................................................339
Running the Game ........................................................................................341
Using Icon Relationships ..............................................................................341
Environments ...........................................................................................342
Building Battles ........................................................................................344
Full Heal-ups ...........................................................................................345
Leveling Up .............................................................................................346
Loot: Treasure Rewards ...............................................................................347
Rituals ...................................................................................................348
Monsters ...................................................................................................349
Monster Rules ..........................................................................................349
Monster List .............................................................................................352
Monster Key ............................................................................................366
Monster Reference .....................................................................................368
Monster Creation .......................................................................................673
Underkrakens ...........................................................................................677
Magic Items ................................................................................................677
One-Use Items ..........................................................................................677
True Magic Items .......................................................................................680
Chakras ..................................................................................................680
Magic Item Basics ......................................................................................681
Artifacts .................................................................................................682
Magic Item Descriptions...............................................................................683
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Legal The 13th Age Archmage Engine describes the rules of 13th Age, the 13th Age Bestiary, and 13
True Ways that you may incorporate, wholly or in part, into a derivative work.
In short, well describe the rules and mechanics that we use for 13th Age (Open Content),
then you can adopt the ones you like and leave the ones you dont. Just dont use any
intellectual property that is not specifically part of the 13th Age Archmage Engine (Product
Identity).
Product Identity The following items are hereby identified as Product Identity, as defined in the Open Game
License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,
proper names (characters, icons, etc.), dialogue, plots, storylines, locations, characters,
artworks, and trade dress. (Elements that have previously been designated as Open Game
Content are not included in this declaration.)
Open Content Except for material designated as Product Identity (see above), the game mechanics of this
Fire Opal Media game product are Open Game Content, as defined in the Open Game License
version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.
Open Game License OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc. ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
designs; and any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your"
means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this
License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors:
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
Dave Arneson.
13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, Jonathan Tweet,
based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
13th Age Bestiary. Copyright 2014, Fire Opal Media and Pelgrane Press Ltd; Authors:
Ryven Cedyrlle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve
Townshend, Rob Watkins, Rob Wieland.
13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan
Tweet, Robin D. Laws.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac
Golden.
13th Age Archmage Engine. Copyright 2013-2016, Fire Opal Media. Author: Chad Dylan
Long, based on material by Jonathan Tweet, Rob Heinsoo, Ryven Cedyrlle, Kenneth
Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, and Rob
Wieland.
13th Age Archmage Engine Copyright 2013-2016, Fire Opal Media. Author: Chad Dylan Long, based on material by
Jonathan Tweet, Rob Heinsoo, Ryven Cedyrlle, Kenneth Hite, Kevin Kulp, ASH LAW, Robin D.
Laws, Cal Moore, and Steve Townshend. Edited by Cal Moore and Simon Rogers. Cover art by
Cougar George.
Revision History
3.0
Additions:
13 True Ways monsters
13 True Ways classes
13 True Ways multiclassing
13 True Ways magic items
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Artifacts (magic items)
Targeting clarification
Monster level-up guidelines, and stat adjustments for monster creation
Underkraken short intro
Intellect Assassin
Changes:
Monster List: added 13 True Ways monsters
Feat Lists: added feat tables for 13 True Ways characters
Ranger Animal Companion rules
Level Progression tables of the core classes now have (M) designations
Useful Magic Items by Class table includes 13 True Ways classes
Minor changes to sorting of Wands (Magic Items)
Fixed category for Dire Bear, Hellhound, Ochre Jelly (Monster Reference)
Fixed capitalization for Couatls (Monster Reference)
Fixed sizes for Bulette, Jotun Auroch, Volcano Dragon, Elder Swaysong Naga, Elder
Sparkscale Naga, Skull of the Beast, Elder Manafang Naga (Monster Reference)
Fixed names for Fungaloid Creeper, Lammasu Warrior, Remorhaz entries (Monster
Reference)
Fixed role for Winter Beast (Monster Reference)
Monster List updates
o poddling -> podling
o ghoul: humanoid -> undead
o slime skull -> slime-skull
o kobold dog rider -> kobold dog-rider
o hell hound -> hellhound
o woven -> the woven
o flaming skull: small > normal
o hydra, 5 heads -> hydra, five-headed
o hydra, 7 heads -> hydra, seven-headed
o warp beast -> warped beast
o intellect assassin: spoiler -> blocker
o vrock -> vrock (vulture demon)
o giant vrock -> giant vrock (vulture demon)
o spider mount: large -> normal
o sahuagin mutant: 2x -> large
o hezrou -> hezrou (toad demon)
o bronze golem: wrecker -> blocker
o phase spider: wrecker -> spoiler
o stone golem: ooze -> construct
o glabrezou -> glabrezou (pincer demon)
o purple larvae -> purple larva
o marble golem: 8 -> 9
o great fang cadre (orc) -> great fang cadre
o spawn of the master (vampire) -> spawn of the master
o marilith -> marilith (serpent demon)
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
o balor -> balor (flame demon)
Minor formatting to feat tables (remove bold A C E).
Removals:
Feat List
2.0 Additions:
Bestiary monsters and abilities
Type column to Monster List
Chuulish symbiotic items
Shadow Dragon cursed items
Handsome cover image
Changes:
Moved creature-specific abilities to those creature headings.
Removed a reference to 13th Age core book layout.
Reordered some creatures.
Changed some instances x2 to 2x.
Zombie Shuffler entry now has correct type listed.
Modified legal text for consistency with other media.
1.1 Additions:
Newly-Risen Ghoul added to Monster Reference.
Stats for Zombie Shuffler added.
Attack for Decrepit Skeleton added.
Added Domain: Knowledge/Lore to Cleric talents.
Revision History section added.
Version number and reference to 13th Age Archmage Engine added to the footer.
Changes:
Moved Invocation of Justice/Vengeance back underneath the Domain:
Justice/Vengeance heading (and above the feats).
1.0 Initial release.
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Icons The 13th Age Archmage Engine supports the concept of icons. An icon is a powerful NPC (non-
playable character) that has a strong influence on the world outside of your campaign, yet
may indeed aid or oppose your character over the course of your campaign, depending on the
relationship your character has with the icon.
Icons have their own story, alignment, and personality. The general knowledge and history
about them may vary in depth and accuracy; they may be well-known or mysterious. They
have their own relationships with other icons, too, which may be friendly, tolerable, or
acrimonious.
Your character may have relationships with certain icons. This relationship, if it exists, can be
positive, conflicted, or negative. See Icon Relationships.
Character Rules These rules are for the character you create, your PC (playable character).
Race Every character has a race (see Races). Pick one for your character. If you want to make a
non-standard race for your character, the rules wont hinder you. The system is designed to
be flexible enough to allow for improvisation.
Each race provides a +2 bonus to one of your ability scores.
Class Every character has a class (see Classes). Pick one of these too.
Each class provides a +2 bonus to one of your ability scores.
Abilities Your character can be assigned ability scores in various ways. Here are two ways.
Roll em
Roll 4d6 for each of the six ability scores (Strength, Constitution, Dexterity, Intelligence,
Wisdom, and Charisma). Drop the low die in each roll. Put the scores into any order to best fit
the character you want to play.
Point Buy You get 28 points to buy your abilities using the chart below.
Ability Cost
18 16
17 13
16 10
15 8
14 6
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
13 5
12 4
11 3
10 2
9 1
8 0
Combat Stats For details on how combat works, see Combat Rules.
Although Armor Class, Physical Defense, and Mental Defense are based on a single ability
score, the score each defense uses depends on the character. In each case, you look at three
ability modifiers and use the middle value (not the highest or the lowest). If two or more
modifiers are tied, you use one of those tied scores as the middle score.
1st level Hit Points 1. Find the base value for your class (6, 7, or 8) in the Starting Stats for 1st Level
Characters chart.
2. Add your Con modifier to get your hit point value.
3. Multiply your hit point value by 3 to get your total hit points at 1st level.
Armor Class 1. Find the base AC value for your class (10 to 16) in the Starting Stats for 1st Level
Characters chart.
2. Find the middle value among your Con modifier, Dex modifier, and Wis modifier. That
value is your AC modifier.
3. Add the AC modifier to your base AC value.
4. Add +1 at 1st level (and increase by +1 at each additional class level).
Physical Defense 1. Find the base PD for your class (10 to 12) in the Starting Stats for 1st Level Characters
chart.
2. Find the middle value among your Str modifier, Con modifier, and Dex modifier. That
value is your PD modifier.
3. Add the PD modifier to your base PD.
4. Add +1 at 1st level (and increase by +1 at each additional class level).
Mental Defense
1. Find the base MD for your class (10 to 12) in the Starting Stats for 1st Level Characters
chart.
2. Find the middle value among your Int modifier, Wis modifier, and Cha modifier. That
value is your MD modifier.
3. Add the MD modifier to your base MD.
4. Add +1 at 1st level (and increase by +1 for each class level).
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Initiative Your Initiative bonus is a d20 check, not a static value.
1. Start with your Dexterity modifier.
2. Add +1 at 1st level (and increase by +1 at each additional class level).
Recoveries & Recovery Dice
Most characters start the game with 8 recoveries. (See Recoveries.) Some classes and talent
choices may give you more recoveries.
Each class also has a different recovery die, usually a d6, d8, or d10, as specified in the class
write-up. When you roll a recovery, youll roll a number of recovery dice equal to your level
and add your Constitution modifier.
Attacks and Powers You calculate attack and damage rolls based on the ability scores favored by your class or by
the specific powers you choose within your class. Most classes use one specific ability score
for most of their attacks. See Classes for more information.
One Unique Thing Your characters One Unique Thing (their unique) is a special feature invented by you, the
player, which sets your character apart from every other hero. It is a unique and special trait
to your player, and markedly unusual. The intent is that it provides a special flavor to the
campaign and can assist the GM in determining how your character can interact with
characters and story in the campaign.
Your characters unique should not provide general practical value in combat. That is not the
intent. The intent is to open up story arcs and fun roleplaying opportunities.
Icon Relationships Your characters relationship with icons is an important way to draw him or her into your
game world. An icon may have its own champions and heroes (including you) to advance its
cause in the game world.
Relationship Points At 1st level, each character gets 3 relationship points. Each point represents one d6 to be used
when trying to leverage your connection to the icon. (See Using Icon Relationships.)
The number of points you invest in a relationship with an icon doesnt necessarily correlate
with the closeness of the connection or the strength of the relationship. It does correlate with
the utility of the relationship. Its not necessarily about how well the icon knows you or how
strong the icon feels about you. Instead, the points reflect the chance that your relationship
will be helpful to you.
The Icons Relationships Master Chart summarizes the likely roleplaying and story-oriented
consequences of positive, conflicted, and negative relationships with heroic, ambiguous, and
villainous icons.
Icon Relationships Master Chart Icon Positive Relationship Conflicted Relationship Negative Relationship
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Heroic
Icon
Spend 1, 2, or 3 points.
As far as this icon is concerned,
youre one of the good guys, a
white-hat hero. Authorities often
help you, and civilians often trust
you. On the down side, you may be
called on to serve representatives
of the icon even when you have
other plans. You might also be a
target of villainous icons or this
heroic icons rivals.
Spend 1, 2, or 3 points.
You're probably one of the
good guys, but for some reason
you're suspect to the icon.
Maybe you're a convict who has
served his time, or an imperial
soldier who was too good and
got drummed out of his legion.
You have insider knowledge
and allies who are in good with
the icon, but you also have
enemies associated with the
icon.
Spend 1 point.
In the icons eyes, you're
a dissident, opponent,
rival, or foe. You may
have contacts or inside
knowledge that you can
use to your advantage,
but some form of trouble
waits for you wherever
this heroic icon has
influence.
Ambiguous
Icon
Spend 1, 2, or 3 points.
Thanks to your relationship with the
icon, you are a hero to some, a
villain to others, and possibly even
a monster to a few. The enemies of
your friends may turn out to be
your friends, and vice versa.
Advantages and complications will
come from all sides.
Spend 1, 2, or 3 points.
Your relationship with the icon
is complex, an uneven
relationship with an icon who's
a hero to some and a villain to
others. One way or another,
you can find help or hostility
anywhere. You dont just live
in interesting timesyou
create them.
Spend 1 or 2 points.
Your enmity with this icon
makes you some enemies,
but it also makes you
some useful friends. You
may be a dissenter,
unwanted family
member, or even a traitor
in some way.
Villainous
Icon
Spend 1 point.
You are able to gain secrets or
secretive allies, but your
connection to this icon brings
trouble from people associated with
the heroic icons who oppose the
villain. Be prepared to justify why
you're not imprisoned,
interrogated, or otherwise harassed
by the heroic icons and their
representatives whenever they
encounter you. Or for that matter,
by the other PCs.
Spend 1 or 2 points.
You mostly work against the
icon, but you're also connected
to the icon in a way you can't
deny. Your connection
sometimes gives you special
knowledge or contacts, but it
also makes you suspect in the
eyes of many right-minded
would-be heroes.
Spend 1 or 2 points.
You mostly work against
the icon, but you're also
connected to the icon in a
way you can't deny. Your
connection sometimes
gives you special
knowledge or contacts,
but it also makes you
suspect in the eyes of
many right-minded
would-be heroes.
This chart assumes that youre playing a heroic character. A villainous character will need to
swap the maximums between heroic and villainous icons.
Rolling Icon Relationship Dice
To check your icon relationship (your relationship with a particular icon), roll a d6 for each
point you have in the relationship. This means that you will usually roll 1, 2, or 3 dice. (At
epic level, it may be 4.)
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
If any die is a 6, you get some meaningful advantage from the relationship without having
complications. If two or three dice come up 6, thats even better.
If any die is a 5, your connection to the icon is going to work out as well as a 6 would, but
with some unexpected complication. If its a good icon, you might be drawn into some
obligation. If its a villainous icon, you might attract unwanted attention.
Rolling 5s when you also rolled 6s should make life both interesting and advantageous!
Icons Organizations Icons are usually not directly part of the campaign. They rarely make an appearance
personally, except perhaps at epic level. Most of the time, interacting with an icon means
that youre actually interacting with his or her lower-level functionaries, acolytes, disciples,
bureaucrats, lieutenants, barons, priests, etc. In fact, any level of relationship with an icon
can be enough to get you noticed by other people who are connected to that icon.
Using Icon Relationships
The most straightforward way to use your relationship points is on positive or conflicted
connections that generally provide you with outright assistance and useful information.
Negative relationships usually provide inside knowledge, special skills, opportunistic allies,
and possibly some sort of supernatural advantage against a villain.
Often you might find that enemies of your rival see you as an opportunity to strike against
that mutual enemy. You might get help, wealth and resources, and even magic items from
quite unexpected sources, some of which may not be entirely to your liking.
In addition to aid from others, icon relationships provide characters with special knowledge.
A negative relationship with a thoroughly villainous icon is more in keeping with the heroic
lifestyle, but you should expect that the assistance you get from a negative relationship may
end up being more directly confrontational than more conventional conflicted and positive
relationships.
Changing Relationships
When your character achieves champion level (5th), you gain an extra relationship point. Use
it to increase an existing relationship by one die or gain a 1-point relationship with a new icon
to match your characters story thus far. You can save the extra relationship die and decide
to apply it later.
At 5th level, or any time thereafter, you can switch an existing relationship point from one
icon to another, including to a new icon. You owe the GM and other players an entertaining
explanation of what this big change represents for your character personally, of course.
When you reach epic level (8th), you gain another relationship point, which you can use to
increase an existing icon relationship by one die, including up to 1 point over maximum. As at
5th level, if switching a relationship point from one icon to another makes sense for your 8th
level character, go for it.
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Backgrounds & Skill Checks Backgrounds represent pieces of your characters history that contributes to your characters
history as well as their ability to succeed with non-combat skills.
Each character has a number of points to allocate to a set of backgrounds. These are broad
categories of experience (cat burglar, for example) rather than specific implementations of
that experience (climbing and hiding).
Backgrounds dont sync to a specific ability score, though some backgrounds obviously may
get used more often with certain ability scores than others.
Assigning Background Points Each character gets 8 background points, plus any extra that your classs talents award.
Assign your background points to as many backgrounds as you want, up to your total points.
You can assign a maximum of 5 points to a single background (and minimum of 1).
Making Skill Checks
When you roll a skill check to find out if you succeed at a task or trick, the GM tells you which
ability score is being tested. Then you choose the background you think is relevant to gain the
points you have in that background as a bonus to the skill check.
Most skill checks require you to equal or beat a Difficulty Class (DC), set by the environment
you are operating in, to succeed.
To make a skill check, use this formula:
D20 + relevant ability modifier + level + relevant background points
Vs.
DC set by the environment
You cant apply multiple backgrounds to the same check; the background with the highest (or
tied for highest) bonus applies.
Choosing Your Backgrounds Choose backgrounds that help you make sense of your characters past, jobs, and settings.
Background and skill use is meant to be about fun in-character methods of attempting to
advance the plot.
A few possible backgrounds include: acrobat, alchemist, animal trainer, architect,
aristocratic noble, assassin, chef, con-woman, goblin exterminator, hunted outlaw, knight
errant, magecraft, priest, refugee, scout, shepherd, soldier, spy, temple acolyte, thief,
torturer, transformed animal, traveling martial arts pupil, tribal healer, tunnel scout,
wandering minstrel, warrior poet, and so on.
Choose the Relevant Ability Score
For players, the point of this background/skill system is to encourage roleplaying and creative
solutions to problems. Not every problem can be solved by your dominant abilities. For the
GM, its the chance to make all of the ability scores matter at one time or another.
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Natural 20s and Fumbles with Skill Checks When a PC rolls a natural 20 with a skill check, the GM should feel free to give that character
much more success than the player expected.
When a PC rolls a 1 with a skill check, the skill check fumbles and fails, perhaps in a
particularly bad way. But a failure isnt always entirely terrible.
Fail Forward!
Outside of battle, when failure would tend to slow action down rather than move the action
along, instead interpret it as a near-success or event that happens to carry unwanted
consequences or side effects. The character probably still fails to achieve the desired goal,
but thats because something happens on the way to the goal rather than because nothing
happens. In any case, the story and action still keep moving.
Background/Skill Advancement All your skill checks increase by 1 when you level up. If you want even better skill checks,
take the Further Backgrounding feat.
If you just want to move around the bonuses you already have to show how your character is
changing, you can move one background point around among your current backgrounds each
time you gain a level, or swap the point into an entirely new background, with the GMs
permission.
Feats Characters choose a feat at 1st level, and at every subsequent level.
Feats appear in three tiers: adventurer feats, champion feats, and epic feats. Adventurer
feats are available to any character between level 1 and level 10. Champion feats are
available starting at level 5. Epic feats are available starting at level 8.
Feats per Level
Level Player Character
1 1 adventurer
2 2 adventurer
3 3 adventurer
4 4 adventurer
5 4 adventurer
1 champion
6 4 adventurer
2 champion
7 4 adventurer
3 champion
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8
4 adventurer
3 champion
1 epic
9
4 adventurer
3 champion
2 epic
10
4 adventurer
3 champion
3 epic
Since humans start with an additional feat at 1st level, add one to the number of adventurer
feats humans possess all the way up the chart.
Most of the feats in the game are attached to specific class talents, attacks, and spells. If a
feat is attached to a talent, power, or spell, you must have the talent, power, or spell in
order to choose the feat. When there is more than one feat attached to a specific talent or
power, you have to choose the lower tier feats before you pick up the higher tier feats.
General Feats
These are general feats available to any character. A character cant take a specific feat
more than once. A few general feats only have adventurer-tier versions; others also have
champion- and epic-tier versions that can be added later in your career.
Further Backgrounding
Adventurer Tier
Add a total of 2 points to backgrounds you already have, or choose 2 points of new
backgrounds that make sense for your character. You still cant go over the 5-point-per-
background maximum.
Champion Tier
Add a total of 3 points to backgrounds you already have, or choose 3 points of new
backgrounds that make sense for your character. You still cant go over the 5-point-per-
background maximum.
Epic Tier
Add a total of 2 points to backgrounds you already have, or choose 2 points of new
backgrounds that make sense for your character. These points can take one of your
backgrounds over 5, to a maximum of 7.
Improved Initiative
Adventurer Tier: Gain a +4 bonus to Initiative checks.
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Linguist
Adventurer Tier: This feat allows you to speak enough arcana, dwarven, elven, gnomish,
gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what
most other humanoids are saying or screaming during battle. You are not fluent in all these
languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-
centric (heavy on words connected to danger rather than philosophy or emotions).
You can also read enough to get by in all these languages.
Champion Tier
You can speak, read, and write all the humanoid languages fluently. Stranger languages are
no problem for you either. If someone is speaking it, you can figure it out.
Precise Shot
Adventurer Tier: When your ranged attack targets an enemy who is engaged with an ally, you
have no chance of hitting that ally.
Rapid Reload
Adventurer Tier: Reloading a heavy crossbow now takes only a quick action. Reloading a hand
or light crossbow is a free action.
Reach Tricks
Once per battle, tell the GM how you are using your weapons reach to perform an
unexpected stunt with a reach weapon such as a longspear or halberd. To use the stunt, you
must roll a 6+ on a d20.
Ritual Casting
Adventurer Tier: You can cast any spells you know as rituals. Classes that are already ritual
casters (cleric, wizard) dont need this feat. (See Rituals for ritual casting rules.)
Skill Escalation
Adventurer Tier: Twice per day, you can add the escalation die to one of your skill checks.
Choose after you roll the check.
Strong Recovery
Adventurer Tier: When you roll recovery dice, reroll one of the dice and use the higher result.
At 5th level, reroll two of the dice. At 8th level, reroll three.
Toughness
Adventurer Tier: You get additional hit points equal to half your baseline class hit points
(rounded down). At 5th level, the total hp bonus increases to your baseline hp value. At 8th
level, the total hp bonus increases to double your baseline hp value.
Gear Every character has a set of gear. Each class lists the type of gear a member of that class
normally uses. You can equip non-magical gear as your backgrounds and character history
suggest.
As a guide to what costs what, use the Equipment Price Guide.
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Armor Categories Armor is classified as either light or heavy.
Light armor includes: Heavily padded vest, leather armor, studded leather, cured hide.
Heavy armor includes: Heavy chainmail, ring armor, scale mail, half-plate, plate armor, most
dragonscale armor.
Melee Weapon Categories These are the categories of melee weapons:
Small, one-handed: club, dagger, knife
Small, two-handed: big club, scythe
Light/simple, one-handed: hand axe, javelin, mace, shortsword, big knife
Light/simple, two-handed: spear
Heavy/martial, one-handed: bastard sword, battleaxe, flail, hammer, longsword,
morningstar, scimitar
Heavy/martial, two-handed: dire flail, greataxe, greatsword, halberd, polearms,
heavy warhammer
Ranged Weapon Categories Ranged weapons can be reloaded as part of the standard action in which they are used in an
attack. Hand and light crossbows require a quick action to reload. Heavy crossbows require a
move action to reload.
Nearby Targets Only
Small, thrown: club, dagger, knife
Small, crossbow: hand crossbow
Nearby Targets Okay; Far Away Targets 2 Atk
Light/simple, thrown: axe, javelin, spear
Nearby and Far Away Targets Okay
Light/simple, crossbow: light crossbow
Light/simple, bow: shortbow, sling
Heavy/martial, crossbow: heavy crossbow
Heavy/martial, bow: longbow
Economy One platinum piece (pp) equals 10 gold pieces. One gold piece (gp) equals 10 silver pieces.
One silver piece (sp) equals 10 copper pieces (cp).
Equipment Price Guide
Characters start with armor, weapons, and standard traveling gear; prices are included for
reference.
Standard Traveling Gear
Item Price
Flint and tinder box 1 sp
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Money pouch (small) 3 sp
Pack/traveling satchel 1 gp
Rain cloak 3 sp
Road rations (5 days) 25 sp
Sleeping roll 1 sp
Water/wine skin or flask 7 sp
General Goods
Item Price
Arrows/bolts/sling bullet 1 sp/each
Blanket (wool) 5 sp
Candle 1 cp
Chain, dwarven forged (10 ft) 10 gp
Chain, iron (10 ft) 5 gp
Clothing, simple 2 sp
Clothing, good 1 gp
Clothing, expensive 10100gp
Clothing, rain cloak (elven) 5 gp
Crowbar (iron) 3 gp
Flask (crystal) 5 gp
Flask (glass) 5 sp
Flask (pottery) 5 cp
Grappling hook (iron) 1 gp
Hammer, small 3 sp
Holy symbol/implement (adv) 10 gp
Holy symbol/implement (chp) 100 gp
Holy symbol/implement (epic) 1000gp
Iron spike 1 sp
Lantern (common) 8 sp
Lantern (hooded) 5 gp
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Lantern oil (4 hrs) 1 sp
Magnifying glass 25 gp
Mirror, large 5 gp
Mirror, small 2 gp
Musical instrument (intricate) 525 gp
Musical instrument (simple) 15 gp
Pipeweed (1 use) 2 cp
Prayer book 2 gp
Rope, 50 ft elven 3 gp
Rope, 50 ft good 6 sp
Rope, 50 ft poor 2 sp
Spellbook (adventurer) 10 gp
Spellbook (champion) 100 gp
Spellbook (epic) 1,000 gp
Tent, large 5 gp
Tent, small 2 gp
Tent, wood elven 10 gp
Thieves tools (adventurer) 2 gp
Thieves tools (champion) 20 gp
Thieves tools (epic) 200 gp
Torch (1 hr.) 1 gp
Torch (6 min) 1 sp
Food/Lodging
Item Price
Road rations (1 day) 5 sp
Meal, common 1 sp
Meal, good 3 sp
Meal, excellent 8 sp
Meal, feast (for 5) 8 gp
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Ale/beer, poor (pitcher) 2 cp
Ale/beer, good (pitcher) 6 cp
Ale/beer, dwarven (pitcher) 13 gp
Wine, poor (bottle) 4 cp
Wine, good (bottle) 1 sp
Wine, elven (bottle) 15 gp
Inn (per person per day)
Poor, common room 13 sp
Good, shared room 814 sp
Excellent, private room 25 gp
Suite (sleeps 4 to 8) 520 gp
Mounts (including gear)
Item Price
Dog, guard 10 gp
Dog, riding 15 gp
Donkey/pack mule 10 gp
Horse, riding 20 gp
Horse, battle trained 80 gp
Feed for mount (per day) 24 cp
Weapons, Melee (average quality)
Item Price
Battle gauntlets 4 gp
Battleaxe 6 gp
Club 5 sp
Dagger/knife 1 gp
Double axe 12 gp
Flail 6 gp
Greataxe 10 gp
Greatsword 10 gp
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Handaxe 3 gp
Longsword 7 gp
Mace 5 gp
Maul 10 gp
Morningstar 4 gp
Pick 4 gp
Polearm 8 gp
Rapier 10 gp
Sap 5 sp
Scimitar 5 gp
Shortsword 4 gp
Spear 2 gp
Staff 1 gp
Trident 4 gp
Two-bladed sword 15 gp
Warhammer 7 gp
Weapons, Ranged (average quality)
Item Price
Bow: Longbow 14 gp
Bow: Shortbow 9 gp
Crossbow: Hand crossbow 8 gp
Crossbow: Light crossbow 10 gp
Crossbow: Heavy crossbow 15 gp
Javelin 2 gp
Net, weighted 3 gp
Sling 2 sp
Shuriken 7 sp
Throwing axe 3 gp
Throwing hammer 3 gp
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Armor (average quality)
Item Price
Cloth/padded 1 gp
Leather 10 gp
Studded leather 15 gp
Hide 10 gp
Light chain 20 gp
Heavy chain/ring 30 gp
Scale 40 gp
Half-plate 45 gp
Plate 50 gp
Shield 5 gp
Services
Item Price
Bath, with servants 1 gp
Bodyguard (d) 2 gp
Carriage/coach, one ride 2 sp
Carriage/coach 2 gp
Courier (intercity) 5 sp
Courier (long distance) 5 gp
Courier (urchin) 5 cp
Courtesan 1100 gp
Guide, urban (d) 1 gp
Guide, wilderness (d) 5 gp
Herald (in city only) 1 gp
Lantern bearer (in city) (d) 5 sp
Mercenary, soldier (d) 5 gp
Mercenary, thug (d) 1 gp
Moneylender (cost per 100gp) 5 gp
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Oracle/seer/fortune teller 5 cp to 100 gp
Personal chef (d) 1 gp
Sage 550 gp
Valet/manual laborer 5 cp to 5 gp
Cleric (divine spells/rituals) Varies
Wizard (arcane spells/rituals) Varies
Races The major races included in the 13th Age Archmage Engine include humans, dwarves, elves,
gnomes, half-elves, half-orcs, and halflings. Your character need not be limited to these
races, however. Minor races, including Dragonic/Dragonspawn, Holy One/Aasimar,
Forgeborn/Dwarf-forged, and Tiefling/Demontouched, are also referenced below.
Each race is associated with two ability scores, one of which can be chosen for your
characters racial bonus.
Race Str Con Dex Int Wis Cha Any
Human +2
Dwarf +2 +2
Dark elf +2 +2
High elf +2 +2
Wood elf +2 +2
Gnome +2 +2
Half-elf +2 +2
Half-orc +2 +2
Halfling +2 +2
Dragonic/Dragonspawn +2 +2
Holy One/Aasimar +2 +2
Forgeborn/Dwarf-forged +2 +2
Tiefling/Demontouched +2 +2
The character also receives a separate class bonus. These two bonuses must apply to different
ability scores.
Each race also provides the character a special power that can be used once per battle. (It is
regained after a quick rest.) This is called the racial power.
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Human
Racial Bonus
+2 to any ability score.
Bonus Feat
At 1st level, human PCs start with two feats instead of one.
Racial Power
Quick to Fight
At the start of each battle, roll initiative twice and choose the result you want.
Champion Feat
If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to
1 since its the start of the battle).
Dwarf
Racial Bonus
+2 Con or +2 Wis
Racial Power
Thats Your Best Shot?
Once per battle as a free action after you have been hit by an enemy attack, you can heal
using a recovery. If the escalation die is less than 2, you only get half the usual healing from
the recovery. Unlike other recoveries that might allow you to take an average result, you
have to roll this one!
Note that you cant use this ability if the attack drops you to 0 hp or below. Youve got to be
on your feet to sneer at their attack and recover.
Champion Feat
If the escalation die is 2+ when you use thats your best shot, the recovery is free.
Dark Elf
Racial Bonus
+2 Dex or +2 Cha
Adventurer Feat (Elf)
Heritage of the Sword
If you can already use swords that deal d6 and d8 damage without attack penalties, you gain
a +2 damage bonus with them. (This bonus doesnt increase miss damage.)
Otherwise, if your class would ordinarily have an attack penalty with such swords, you can
now use them without penalties.
Racial Power
Cruel
Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a
free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you
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would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the
damage. A critical hit doesnt double this ongoing damage.
Champion Feat
Once per day, you can instead use cruel to deal 5 ongoing damage per level against an enemy
you miss or that you roll a natural odd attack against.
High Elf
Racial Bonus
+2 Int or +2 Cha
Racial Power
Highblood Teleport
Once per battle as a move action, place yourself in a nearby location you can see.
Champion Feat
Deal damage equal to twice your level to one enemy engaged with you before or after you
teleport.
Wood Elf
Racial Bonus
+2 Dex or +2 Wis
Racial Power
Elven Grace
At the start of each of your turns, roll a die to see if you get an extra standard action. If your
roll is equal to or lower than the escalation die, you get an extra standard action that turn.
At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size
of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12,
d20. If you get an extra action after rolling a d20, you cant get any more extra actions that
battle.
Champion Feat
Once per day, start a battle rolling a d4 for elven grace instead of a d6.
Gnome
Racial Bonus
+2 Dex or +2 Int
Small
Gnomes have a +2 AC bonus against opportunity attacks.
Racial Power
Confounding (Racial Power)
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target
until the end of your next turn.
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Champion Feat
Instead of being dazed, the target of your confounding ability is weakened until the end of
your next turn.
Minor Illusions
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby
creatures that fail a normal save notice the smell or sound. Creatures that make the save may
notice it but recognize it as not exactly real.
Half-elf
Racial Bonus
+2 Con or +2 Cha
Racial Power
Surprising
Once per battle, subtract one from the natural result of one of your own d20 rolls.
Champion Feat
You gain an additional use of surprising each battle, but you can only use it to affect a nearby
allys d20 roll.
Halfling
Racial Bonus
+2 Con or +2 Dex
Small
Gnomes have a +2 AC bonus against opportunity attacks.
Racial Power
Evasive
Once per battle, force an enemy that hits you with an attack to reroll the attack with a 2
penalty.
Champion Feat
The enemys reroll takes a 5 penalty instead.
Half-orc
Racial Bonus
+2 Str or +2 Dex
Racial Power
Lethal
Once per battle, reroll a melee attack and use the roll you prefer as the result.
Champion Feat
If the lethal attack reroll is a natural 16+, you can use lethal again later this battle.
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Dragonic/Dragonspawn
Racial Bonus
+2 Str or +2 Cha
Racial Power
Breath Weapon
Once per battle, make a close-quarters breath weapon attack as a quick action using your
highest ability score against one nearby enemys Physical Defense. On a hit, the attack deals
1d6 damage per your level of an energy type that makes sense for your character.
Champion Feat
Your breath weapon attack targets 1d3 nearby enemies in a group instead.
Holy One/Aasimar
Racial Bonus
+2 Wis or +2 Cha
Racial Power
Halo
Once per battle as a free action during your turn, gain a +2 bonus to all defenses until you are
hit by an attack (or until the battle ends).
Champion Feat
Halo also activates automatically any time you heal using a recovery.
Forgeborn/Dwarf-forged
Racial Bonus
+2 Str or +2 Con
Racial Power
Never Say Die
Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On
an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery.
Add the recovery hit points to 0 hp to determine your hp total.
Champion Feat
If you roll a 16+ on your never-say-die save, you gain an additional standard action during
your next turn.
Tiefling/Demontouched
Racial Bonus
+2 Str or +2 Int
Racial Power
Curse of Chaos
Once per battle as a free action when a nearby enemy rolls a natural 15 on an attack or a
save, turn their roll into a natural 1 and improvise a further curse that shows how their
attempt backfires horribly.
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A curse should have about the same impact as a typical once-per-battle ability. For example,
a typical curse might lead to the cursed attacker dealing half damage to themself with their
fumbled attack and being dazed until the end of their next turn. The GM may reward
storytelling flair and/or limit the suggested effects of the curse.
Champion Feat
Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use curse of
chaos against them without expending it.
Classes
Class Basics
Weapon Damage Progression
The basic rule for PC weapon damage is that a character deals 1 die of weapon damage per
class level, plus their ability modifier (or double the modifier at 5th level, and triple it at 8th
level). See Weapons for more on weapon damage rules.
Spell Progression
Most of the spells used by characters have higher-level versions. Those versions allow you to
choose the spell as a higher-level option if you like, rather than choosing an all-new spell. You
do not automatically gain access to the higher-level effects of a spell when you level up just
because you have a lower-level version of it.
Higher-level spells have higher damage amounts than their lower-level counterparts, but
these amounts and effects are not cumulative. Amounts from the highest level spell you have
are used. New effects from higher level spells are added to the spells original effects.
Shifting Choices during an Adventure These are guidelines for allowing PCs to change their chosen spells, powers, talents, and feats
during gameplay, subject to how forgiving you and your fellow players are.
Talents
Talents are a core element of your character. If youre going to rearrange your talents,
something extremely significant needs to have happened in your characters story, some
personal transformation or revelation. It is a sign of character transformation, usually
coinciding with shifts in icon relationships.
Spells
You can change the spells you can cast after each full heal-up.
Powers
You can reselect your power choices when you gain a level.
Feats
If youve made changes to spells and powers, revise your feats appropriately. If the changes
make sense for the characters story and the GM agrees, play them.
Incremental Advances
You can gain a higher-level power or spell from an incremental advance. If you opt to raise an
existing spell to a higher level, you can replace its lower-level spot with a new lower-level
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spell. If you swap out lower-level spell for a higher-level spell, you cant replace a spell or
power you have already expended.
Starting Stats for 1st Level Characters
Base
HP
Usual
Base AC*
Base Physical
Defense
Base Mental
Defense
Background
Points
Recovery
Dice
Barbarian 7 12 11 10 8 d10/lvl
Bard 7 12 10 11 8 d8/lvl
Chaos Mage 6 10 10 11 8 d6/lvl
Cleric 7 14 11 11 8 d8/lvl
Commander 7 12 10 12 8 d8/lvl
Druid** 6** 10** 11 11 8 d6/lvl**
Fighter 8 15 10 10 8 d10/lvl
Monk 7 10 11 11 8 d8/lvl
Necromancer 6 10 10 11 8 d6/lvl
Occultist 6 11 10 11 8 d6/lvl
Paladin 8 16 10 12 8 d10/lvl
Ranger 7 14 11 10 8 d8/lvl
Rogue 6 12 12 10 8 d8/lvl
Sorcerer 6 10 11 10 8 d6/lvl
Wizard 6 10 10 12 8 d6/lvl
*The base AC numbers assume that the PC is in the armor that suits them best; see the class
write-ups for details. PCs who know how to fight using a shield get +1 AC when they have a
shield in one hand.
**Various druid talents will change these stats.
Barbarian
Ability Scores
Barbarians gain a +2 class bonus to Strength or Constitution, as long as it isnt the same ability
you increase with your +2 racial bonus.
Backgrounds Possible backgrounds include: clan champion, caravan outrider, fur trapper, mountain
tribeswoman, wasteland survivalist, and gladiator.
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Gear
Gold Pieces
Barbarians may start with either 25 gp or 1d6 x 10 gp.
Armor
Armor Type Base AC Atk Penalty
None 10
Light 12
Heavy 13 2
Shield +1
Melee Weapons
One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 hand-axe, warclub 1d8 spear
Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe
Ranged Weapons
Thrown Crossbow Bow
Small 1d4 dagger 1d4 (5 atk) hand crossbow
Light or Simple 1d6 javelin, axe, spear 1d6 (5 atk) light crossbow 1d6 shortbow
Heavy or Martial 1d8 (5 atk) heavy crossbow 1d8 longbow
Level Progression Barbarian Level Total Hit Points Total Feats Class Talents
(M)
Level-up Ability
Bonuses
Damage Bonus from Ability
Score
Level 1
Multiclass
(Avg. of both
classes) x 3
As 1st level
PC
3 adventurer Not affected Ability modifier
Level 1 (7 + CON mod) x 3 1 adventurer 3 adventurer ability modifier
Level 2 (7 + CON mod) x 4 2 adventurer 3 adventurer ability modifier
Level 3 (7 + CON mod) x 5 3 adventurer 3 adventurer ability modifier
Level 4 (7 + CON mod) x 6 4 adventurer 3 adventurer +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 4 adventurer
1 champion
3 adventurer
1 champion
2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adventurer
2 champion
3 adventurer
1 champion
2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adventurer 3 adventurer +1 to 3 abilities 2 x ability modifier
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3 champion 1 champion
Level 8 (7 + CON mod) x 16 4 adventurer
3 champion
1 epic
3 adventurer
1 champion
1 epic
3 x ability modifier
Level 9 (7 + CON mod) x 20 4 adventurer
3 champion
2 epic
3 adventurer
1 champion
1 epic
3 x ability modifier
Level 10 (7 + CON mod) x 24 4 adventurer
3 champion
3 epic
3 adventurer
1 champion
1 epic
+1 to 3 abilities 3 x ability modifier
(M): Indicates columns in which multiclass characters lag one level behind.
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level
dependent.
Ability Bonus +2 Strength or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light
armor)
12 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and
light armor)
13 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression
chart)
Recoveries (probably) 8
Recovery Dice (1d10 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (see level progression chart)
Feats 1 per Level
Basic Attacks
Melee attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Class Feature All barbarians have the Barbarian Rage class feature.
Barbarian Rage
Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about
5 minutes.
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks
instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and
your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier.
On a 16+, you can use Barbarian Rage again later in the day.
Adventurer Feat
Whenever the escalation die is 4+, as a quick action, you can start raging for free. (It doesnt
count against your normal usage.) This rage lasts until the end of the battle, as normal.
Champion Feat
You can now start raging freely when the escalation die is 3+.
Epic Feat
You can now start raging freely when the escalation die is 2+.
Adventurer Talents Choose three of the following adventurer-tier class talents. You also get an additional
barbarian class talent at 5th level and again at 8th level.
Barbaric Cleave
Once per battle, as a free action, you can make a standard melee attack after having dropped
any enemy to 0 hp with a standard melee attack. Mooks do not count for this, unless the
mook you dropped was the last of its mook mob.
Adventurer Feat
You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can
heal using a recovery.
Champion Feat
If there is no foe engaged with you to use your Barbaric Cleave attack against, as a free
action you can move to a nearby foe before making the attack.
Epic Feat
While raging, you can use Barbaric Cleave as many times as you like during a battle, but only
once per round.
Building Frenzy
One battle per day, as a free action after you have missed an attack, gain +1d4 damage to
each successful melee attack until the end of the battle. For each missed attack following
this, add another +1d4 damage, up to a maximum of +4d4 damage.
Adventurer Feat
Bonus damage dice are now d6s.
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Champion Feat
Bonus damage dice are now d10s.
Epic Feat
You can use Building Frenzy twice a day.
Slayer
During your turn, when you attack a staggered enemy you were not engaged with at the start
of your turn, deal +1d6 damage per level to that creature if you hit.
Adventurer Feat
You gain a +2 bonus to Slayer attacks.
Champion Feat
Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level
damage to the target instead of normal miss damage.
Epic Feat
Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, you gain 20 temporary
hit points.
Strongheart
Your recovery dice are d12s instead of d10s.
Adventurer Feat
Increase your total number of recoveries by 1.
Champion Feat
You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends
effect.
Epic Feat
Increase your total number of recoveries by 1 (making a total of +2 from this talent).
Unstoppable
Once per battle, declare youre using Unstoppable before making a barbarian melee attack. If
your attack hits at least one target, you can heal using a recovery.
Adventurer Feat
The Unstoppable recovery is free.
Champion Feat
Add double your Constitution modifier to the healing the recovery provides.
Epic Feat
You can use Unstoppable twice per battle.
Whirlwind
You can make a Whirlwind attack as the first action of your turn when you are engaged by
two or more enemies.
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You take a 4 penalty to your AC and PD until the start of your next turn. Then roll a separate
melee attack against each enemy you are engaged with. You deal no miss damage with these
attacks.
Adventurer Feat
You now deal normal miss damage with missed Whirlwind attacks.
Champion Feat
The penalty to your AC and PD is reduced to 2. In addition, disengage checks you make the
same turn as using Whirlwind automatically succeed.
Epic Feat
You can use Whirlwind anytime during your turn, not just as the first action.
Champion Talents
At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier
talents or take another adventurer-tier talent.
Natural Will
One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the
end of the battle.
Adventurer Feat
You can now use Natural Will in two battles per day.
Champion Feat
The bonus increases to +4 Mental Defense.
Epic Feat
You can now use Natural Will as a free action when an enemy attacks you.
Violence
Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether
you hit or missed.
Champion Feat
If the attack still misses, deal half damage.
Epic Feat
The bonus increases to +1d6.
Epic Talents
At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier
talents, or take another adventurer-tier or champion-tier talent instead.
Ancestral Warband
One battle per day as a quick action, you can call the spirits of your ancestors to fight
alongside you. Your ancestors cant be hurt or affected by the creatures of this world.
At the end of each of your turns, if you are conscious, roll a d6. If you roll less than or equal
to the escalation die, a member of your spirit warband strikes from the spirit realm into the
world. Make a melee attack against a nearby enemy as if you were making the attack
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
yourself, using any talents, feats, or magic items as you see fit. This attack doesnt take any
of your actions.
Epic Feat
Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight
for a single round while you are unconscious.
Relentless
While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll
a natural 12 or higher on the attack roll or it only deals half damage).
Epic Feat
Even when not raging, whenever you score a critical hit against an enemy, you have resist
damage 12+ until the start of your next turn.
Bard
Ability Scores
Bards gain a +2 class bonus to Dexterity or Charisma, as long as it isnt the same ability you
increase with your +2 racial bonus.
Backgrounds
Possible backgrounds include: wandering minstrel, cathedral musician, court jester,
mercenary, tavern owner, failed hedge wizard, diplomat, spy, royal taster, caravan guide,
smuggler, and battle skald.
Gear At 1st level, bards start with non-magical musical instruments, a melee and ranged weapon of
their choice, some form of light armor, and any other minor elements of gear their
backgrounds suggest.
Gold Pieces
Bards may start with either 25 gp or 1d6 x 10 gp.
Armor
Armor Type Base AC Atk Penalty
None 10
Light 12
Heavy 13 2
Shield +1 1
Melee Weapons
One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 mace, shortsword 1d8 spear
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Heavy or Martial 1d8 longsword, scimitar 1d10 (2 atk) greatsword, dire flail
Ranged Weapons
Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 (1 atk) heavy crossbow 1d8 (2 atk) longbow
Level Progression
Although not listed on the table, this class gets three talents. It does not gain more at higher
levels
Bard
Level
Total Hit
Points Total Feats
Battle
Cries
(M)
Spells
&
Songs,
1st
level
(M)
Spells
&
Songs,
3rd
level
(M)
Spells
&
Songs,
5th
level
(M)
Spells
&
Songs,
7th
level
(M)
Spells
&
Songs,
9th
level
(M)
Level-up
Ability
Bonuses
Damage
Bonus
From
Ability
Score
Level 1
Multiclass
(Avg. of
both
classes)
x 3 1 adventurer 2 2
Not
affected
ability
modifier
Level 1
(7 + CON
mod) x 3 1 adventurer 2 2
ability
modifier
Level 2
(7 + CON
mod) x 4 2 adventurer
2, up
to 1st
level 3
ability
modifier
Level 3
(7 + CON
mod) x 5 3 adventurer
3, up
to 3rd
level 1 2
ability
modifier
Level 4
(7 + CON
mod) x 6 4 adventurer
3, up
to 3rd
level 4
+1 to 3
abilities
ability
modifier
Level 5
(7 + CON
mod) x 8
4 adventurer
1 champion
3, up
to 5th
level 3 2
2 x ability
modifier
Level 6
(7 + CON
mod) x
10
4 adventurer
2 champion
4, up
to 5th
level 5
2 x ability
modifier
Level 7
(7 + CON
mod) x
12
4 adventurer
3 champion
4, up
to 7th
level 3 3
+1 to 3
abilities
2 x ability
modifier
Level 8
(7 + CON
mod) x
16
4 adventurer
3 champion
1 epic
5, up
to 7th
level 6
3 x ability
modifier
Level 9
(7 + CON
mod) x
20
4 adventurer
3 champion
2 epic
5, up
to 9th
level 4 3
3 x ability
modifier
Level 10
(7 + CON
mod) x
24
4 adventurer
3 champion
3 epic
6, up
to 9th
level 7
+1 to 3
abilities
3 x ability
modifier
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
(M): Indicates columns in which multiclass characters lag one level behind
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level
dependent.
Ability Bonus +2 Dexterity or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level
Basic Attacks
Melee Attack
At-Will
Target: One enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength OR Dexterity damage
Miss: Damage equal to your level
Ranged Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:
Class Features As a bard advances in level, they have three different types of powers to choose in combat:
bardic songs, battle cries, and spells.
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13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.
Bardic Songs
Bardic songs last for one or more rounds and end with a final verse that carries a big payoff.
Although magical, bardic songs dont count as spells; they dont force the bard to suffer
opportunity attacks from engaged enemies, and they cant be canceled by effects that can
cancel spells. In fact, bards can cast spells while in the middle of singing a bardic song.
Each song specifies what type of action starts it. To sustain it during the next round, it
requires an action and a d20 check against its sustain target. If successful, the song can
continue with its sustained effect for that round. (The next round will require another sustain
check.) If your attempt to sustain a song fails, the songs final verse effect resolves
immediately, and then the songs power ends. You can start another song on your next round.
You dont have to try to sustain the song at the start of your turn. If you choose not to sustain
a song, its effects end immediately and you choose whether to use the songs final verse
effect in the current round or to start a new song. You cant do both.
Some songs have an immediate effect that happens each time you start or sustain the song.
Others have effects that continue throughout the entire round.
Most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song
stopped this way prevents you from getting the final verse effect.
You can only sing one bardic song at a time. If you are singing a song (or spend an action to
try to sustain a song), you cant start another song that round.
Bardic songs are loud, and cancel any of stealth effects you may have.
Adventurer Feat
Your bardic songs dont stop immediately when you are knocked unconscious, stunned, or
silenced. Instead, they continue for one round, giving you the chance to sustain the song on
your next turn.
Battle Cries
Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries
are triggered by flexible melee attacks. The bard make